// Agpu — 2D shape rendering shader
//
// Converts pixel coordinates to NDC using a viewport uniform,
// then passes vertex colors through for interpolation.
struct Uniforms {
viewport: vec2<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
struct VertexInput {
@location(0) position: vec2<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
// Convert pixel coordinates to normalised device coordinates.
// x: [0, viewport.x] → [-1, 1]
// y: [0, viewport.y] → [1, -1] (y-down in pixels → y-up in NDC)
let ndc_x = (in.position.x / uniforms.viewport.x) * 2.0 - 1.0;
let ndc_y = 1.0 - (in.position.y / uniforms.viewport.y) * 2.0;
out.clip_position = vec4<f32>(ndc_x, ndc_y, 0.0, 1.0);
out.color = in.color;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}